Zhen Chan Posted Thursday at 03:57 PM Posted Thursday at 03:57 PM tl;dr - I made a build and I think it might be bad. Need halp plz. This is my first MM, and I've tried my hand at putting together a Ninja/Nature MM. Usually I just piggyback off of the shoulders of giants with my builds, but in this case, I couldn't find any posted builds for this combo. That probably should've been a warning sign, but I waved as I passed it by. I know it isn't the best of combinations (Ninjas seem to do better with defense from what I've gathered), but I'm a slave to theme and this character concept is one I really liked. Another concession I'm making is that I have no MM attacks; I know for Ninjas the personal attacks boost crit chance ever so slightly, but my character is a forest monk and it didn't make sense for him to be shooting arrows at dudes. Also I don't really understand the incarnate system, so I ignored that entirely. I'm not very good at making builds, especially so for my first MM. I know you should approach building with a goal, and mine was to have the 3 clicky nature powers on near perma (the theory being while I'm sacrificing defense/res for recharge, surely the nature clickies will make up for that, right?). Also it seemed like having a very frequent smoke flash would be cool for the guaranteed crits. I went onto the test server and slotted my dude up, and solo ran some level 50 +4/x8 missions to see how it felt. Some general observations follow. Some may be due to my slotting/powers, some may be due to user error. The good: - Entangling aura is the real mvp, and gave the illusion that my ninjas were pretty durable because everybody was wrapped up in leaves most of the time. - Having near perma Overgrowth, Wild Bastion, and Wild Growth is pretty neat. Because of all the recharge, I'm able to hit smoke flash every 24 seconds or so. I can also shoot off Regrowth and Corrosive Enzymes every few seconds, so I'm usually pretty busy. I'm not sure I'd even have time to blast off the primary MM attacks if I had them. - Except for the 3 seconds of downtime where I have to hold my breath, having the 3 clickies + entangling + everything else seems to do a good job of keeping my ninjas alive through the fight. The bad: - I realized I don't know how power boost works. Does it aid the +res from Wild Growth? Boost the +def from Train Ninjas (in a meaningful way, at least)? This may have been a wasted power depending on those answers. - Spore Cloud seems like it helps keep my ninjas alive....when the anchor doesn't immediately start sprinting to the next group, which seems to always happen. It does a great job of pissing people off. I try to be more conscious about dropping Spore Cloud and popping it back on someone who is nearby and entangled. - I am very easily held/slept/stunned/everything. This can be catastrophic if it's time for the clickies. It's also annoying because it shuts off Lifegiving Spores so I'm left writhing in misery. Being chain-stunned usually results in death (for ninjas or me) as I can't spam Regrowth. - I think I expected too much self-protection from the nature buffs. I seem to be about as fragile as the ninjas. Warriors thought it was hilarious to hit me for more than half of my hp in an instant. I picked a +def patron pool for the extra LotG, but that may have been too greedy. - As long as I'm careful, I can slowly complete missions group by group. If I pull a second group, I have to valiantly sacrifice my ninjas to run away. - I don't think I've enhanced correctly, as I'm not sure if my ninjas are doing good damage. Granted this is +4/x8, and I've never run that on anything else so I'm not totally sure how long it should take. But it does seem to take its sweet time to clear a group. Thank you for any advice you can give me. Without further ado, the build: Forest Monk - Villain Mastermind Build plan made with Mids Reborn v3.7.14 rev. 3 ────────────────────────────── Primary powerset: NinjasSecondary powerset: Nature AffinityPool powerset (#1): SpeedPool powerset (#2): LeadershipPool powerset (#3): FightingPool powerset (#4): FlightAncillary powerset: Mace Mastery ────────────────────────────── Powers taken: Level 1: Call Genin A: Superior Mark of Supremacy: Damage/Endurance3: Superior Mark of Supremacy: Endurance/Pet +Resist +Regen3: Edict of the Master: Defense Bonus5: Superior Command of the Mastermind: Recharge/Pet +AoE Defense Aura5: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown7: Soulbound Allegiance: Chance for Build Up Level 1: Corrosive Enzymes A: Invention: Accuracy Level 2: Regrowth A: Preventive Medicine: Chance for +Absorb7: Preventive Medicine: Heal/RechargeTime/Endurance9: Preventive Medicine: Heal/RechargeTime9: Preventive Medicine: Endurance/RechargeTime11: Preventive Medicine: Heal/Endurance34: Preventive Medicine: Heal Level 4: Wild Growth A: Gladiator's Armor: TP Protection +3% Def (All)11: Unbreakable Guard: +Max HP17: Unbreakable Guard: Resistance/Endurance/RechargeTime19: Unbreakable Guard: RechargeTime/Resistance19: Unbreakable Guard: Resistance/Endurance21: Unbreakable Guard: Resistance Level 6: Train Ninjas A: Reactive Defenses: Defense39: Reactive Defenses: Defense/Endurance39: Reactive Defenses: Endurance/RechargeTime39: Reactive Defenses: Defense/RechargeTime40: Reactive Defenses: Defense/Endurance/RechargeTime40: Reactive Defenses: Scaling Resist Damage Level 8: Hasten A: Invention: Recharge Reduction29: Invention: Recharge Reduction Level 10: Spore Cloud A: Dark Watcher's Despair: To Hit Debuff21: Dark Watcher's Despair: To Hit Debuff/Recharge27: Dark Watcher's Despair: To Hit Debuff/Recharge/Endurance29: Dark Watcher's Despair: To Hit Debuff/Endurance Level 12: Call Jounin A: Superior Mark of Supremacy: Accuracy/Damage13: Superior Mark of Supremacy: Accuracy/Damage/Endurance13: Sovereign Right: Resistance Bonus15: Expedient Reinforcement: Resist Bonus Aura for Pets15: Call to Arms: Defense Bonus Aura for Pets17: Expedient Reinforcement: Accuracy/Damage Level 14: Maneuvers A: Luck of the Gambler: Defense/Increased Global Recharge Speed33: Red Fortune: Defense/Endurance45: Red Fortune: Defense/Recharge46: Red Fortune: Defense46: Red Fortune: Endurance/Recharge46: Red Fortune: Defense/Endurance/Recharge Level 16: Lifegiving Spores A: Panacea: Endurance/Recharge31: Panacea: Heal/Endurance31: Panacea: Heal/Recharge33: Panacea: Heal/Endurance/Recharge33: Panacea: Heal Level 18: Smoke Flash A: Invention: Recharge Reduction31: Invention: Recharge Reduction Level 20: Wild Bastion A: Panacea: Heal/Endurance34: Panacea: Endurance/Recharge34: Panacea: Heal/Recharge43: Panacea: Heal/Endurance/Recharge45: Panacea: Heal45: Numina's Convalesence: +Regeneration/+Recovery Level 22: Oni A: Superior Mark of Supremacy: Damage23: Superior Mark of Supremacy: Accuracy/Endurance23: Superior Command of the Mastermind: Damage/Endurance/Recharge25: Superior Command of the Mastermind: Accuracy/Damage25: Superior Command of the Mastermind: Damage/Endurance27: Superior Command of the Mastermind: Accuracy/Damage/Endurance/Recharge Level 24: Tactics A: Gaussian's Synchronized Fire-Control: Chance for Build Up Level 26: Kuji In Zen A: Panacea: +Hit Points/Endurance37: Panacea: Heal/Endurance40: Panacea: Endurance/Recharge48: Panacea: Heal/Recharge49: Panacea: Heal Level 28: Entangling Aura A: Unbreakable Constraint: Hold42: Unbreakable Constraint: Hold/Recharge42: Unbreakable Constraint: Hold/Endurance43: Unbreakable Constraint: Hold/Recharge/Accuracy43: Unbreakable Constraint: Chance for Smashing Damage Level 30: Overgrowth A: Invention: Recharge Reduction36: Invention: Recharge Reduction36: Adjusted Targeting: Recharge36: Adjusted Targeting: To Hit Buff37: Adjusted Targeting: To Hit Buff/Recharge Level 32: Kick (Empty) Level 35: Tough A: Steadfast Protection: Knockback Protection37: Steadfast Protection: Resistance/+Def 3% Level 38: Weave A: Luck of the Gambler: Defense/Increased Global Recharge Speed47: Shield Wall: +Res (Teleportation), +5% Res (All)47: Luck of the Gambler: Defense/Endurance Level 41: Assault A: Invention: Endurance Reduction Level 44: Hover A: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 47: Scorpion Shield A: Luck of the Gambler: Defense/Increased Global Recharge Speed48: Luck of the Gambler: Defense/Endurance48: Luck of the Gambler: Defense Level 49: Power Boost A: Invention: Recharge Reduction ────────────────────────────── Inherents: Level 1: Supremacy Level 1: Brawl (Empty) Level 1: Sprint (Empty) Level 2: Rest (Empty) Level 1: Swift (Empty) Level 1: Hurdle (Empty) Level 1: Health A: Miracle: +Recovery Level 1: Stamina A: Performance Shifter: Chance for +End42: Performance Shifter: EndMod |MBD;22894;1401;1868;BASE64;| 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Meknomancer Posted Friday at 01:39 PM Posted Friday at 01:39 PM 21 hours ago, Zhen Chan said: tl;dr - I made a build and I think it might be bad. Need halp plz. This is my first MM, and I've tried my hand at putting together a Ninja/Nature MM. Usually I just piggyback off of the shoulders of giants with my builds, but in this case, I couldn't find any posted builds for this combo. That probably should've been a warning sign, but I waved as I passed it by. I know it isn't the best of combinations (Ninjas seem to do better with defense from what I've gathered), but I'm a slave to theme and this character concept is one I really liked. Another concession I'm making is that I have no MM attacks; I know for Ninjas the personal attacks boost crit chance ever so slightly, but my character is a forest monk and it didn't make sense for him to be shooting arrows at dudes. Also I don't really understand the incarnate system, so I ignored that entirely. I'm not very good at making builds, especially so for my first MM. I know you should approach building with a goal, and mine was to have the 3 clicky nature powers on near perma (the theory being while I'm sacrificing defense/res for recharge, surely the nature clickies will make up for that, right?). Also it seemed like having a very frequent smoke flash would be cool for the guaranteed crits. I went onto the test server and slotted my dude up, and solo ran some level 50 +4/x8 missions to see how it felt. Some general observations follow. Some may be due to my slotting/powers, some may be due to user error. The good: - Entangling aura is the real mvp, and gave the illusion that my ninjas were pretty durable because everybody was wrapped up in leaves most of the time. - Having near perma Overgrowth, Wild Bastion, and Wild Growth is pretty neat. Because of all the recharge, I'm able to hit smoke flash every 24 seconds or so. I can also shoot off Regrowth and Corrosive Enzymes every few seconds, so I'm usually pretty busy. I'm not sure I'd even have time to blast off the primary MM attacks if I had them. - Except for the 3 seconds of downtime where I have to hold my breath, having the 3 clickies + entangling + everything else seems to do a good job of keeping my ninjas alive through the fight. The bad: - I realized I don't know how power boost works. Does it aid the +res from Wild Growth? Boost the +def from Train Ninjas (in a meaningful way, at least)? This may have been a wasted power depending on those answers. - Spore Cloud seems like it helps keep my ninjas alive....when the anchor doesn't immediately start sprinting to the next group, which seems to always happen. It does a great job of pissing people off. I try to be more conscious about dropping Spore Cloud and popping it back on someone who is nearby and entangled. - I am very easily held/slept/stunned/everything. This can be catastrophic if it's time for the clickies. It's also annoying because it shuts off Lifegiving Spores so I'm left writhing in misery. Being chain-stunned usually results in death (for ninjas or me) as I can't spam Regrowth. - I think I expected too much self-protection from the nature buffs. I seem to be about as fragile as the ninjas. Warriors thought it was hilarious to hit me for more than half of my hp in an instant. I picked a +def patron pool for the extra LotG, but that may have been too greedy. - As long as I'm careful, I can slowly complete missions group by group. If I pull a second group, I have to valiantly sacrifice my ninjas to run away. - I don't think I've enhanced correctly, as I'm not sure if my ninjas are doing good damage. Granted this is +4/x8, and I've never run that on anything else so I'm not totally sure how long it should take. But it does seem to take its sweet time to clear a group. Thank you for any advice you can give me. Without further ado, the build: Forest Monk - Villain Mastermind Build plan made with Mids Reborn v3.7.14 rev. 3 ────────────────────────────── Primary powerset: Ninjas Secondary powerset: Nature Affinity Pool powerset (#1): Speed Pool powerset (#2): Leadership Pool powerset (#3): Fighting Pool powerset (#4): Flight Ancillary powerset: Mace Mastery ────────────────────────────── Powers taken: Level 1: Call Genin A: Superior Mark of Supremacy: Damage/Endurance 3: Superior Mark of Supremacy: Endurance/Pet +Resist +Regen 3: Edict of the Master: Defense Bonus 5: Superior Command of the Mastermind: Recharge/Pet +AoE Defense Aura 5: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown 7: Soulbound Allegiance: Chance for Build Up Level 1: Corrosive Enzymes A: Invention: Accuracy Level 2: Regrowth A: Preventive Medicine: Chance for +Absorb 7: Preventive Medicine: Heal/RechargeTime/Endurance 9: Preventive Medicine: Heal/RechargeTime 9: Preventive Medicine: Endurance/RechargeTime 11: Preventive Medicine: Heal/Endurance 34: Preventive Medicine: Heal Level 4: Wild Growth A: Gladiator's Armor: TP Protection +3% Def (All) 11: Unbreakable Guard: +Max HP 17: Unbreakable Guard: Resistance/Endurance/RechargeTime 19: Unbreakable Guard: RechargeTime/Resistance 19: Unbreakable Guard: Resistance/Endurance 21: Unbreakable Guard: Resistance Level 6: Train Ninjas A: Reactive Defenses: Defense 39: Reactive Defenses: Defense/Endurance 39: Reactive Defenses: Endurance/RechargeTime 39: Reactive Defenses: Defense/RechargeTime 40: Reactive Defenses: Defense/Endurance/RechargeTime 40: Reactive Defenses: Scaling Resist Damage Level 8: Hasten A: Invention: Recharge Reduction 29: Invention: Recharge Reduction Level 10: Spore Cloud A: Dark Watcher's Despair: To Hit Debuff 21: Dark Watcher's Despair: To Hit Debuff/Recharge 27: Dark Watcher's Despair: To Hit Debuff/Recharge/Endurance 29: Dark Watcher's Despair: To Hit Debuff/Endurance Level 12: Call Jounin A: Superior Mark of Supremacy: Accuracy/Damage 13: Superior Mark of Supremacy: Accuracy/Damage/Endurance 13: Sovereign Right: Resistance Bonus 15: Expedient Reinforcement: Resist Bonus Aura for Pets 15: Call to Arms: Defense Bonus Aura for Pets 17: Expedient Reinforcement: Accuracy/Damage Level 14: Maneuvers A: Luck of the Gambler: Defense/Increased Global Recharge Speed 33: Red Fortune: Defense/Endurance 45: Red Fortune: Defense/Recharge 46: Red Fortune: Defense 46: Red Fortune: Endurance/Recharge 46: Red Fortune: Defense/Endurance/Recharge Level 16: Lifegiving Spores A: Panacea: Endurance/Recharge 31: Panacea: Heal/Endurance 31: Panacea: Heal/Recharge 33: Panacea: Heal/Endurance/Recharge 33: Panacea: Heal Level 18: Smoke Flash A: Invention: Recharge Reduction 31: Invention: Recharge Reduction Level 20: Wild Bastion A: Panacea: Heal/Endurance 34: Panacea: Endurance/Recharge 34: Panacea: Heal/Recharge 43: Panacea: Heal/Endurance/Recharge 45: Panacea: Heal 45: Numina's Convalesence: +Regeneration/+Recovery Level 22: Oni A: Superior Mark of Supremacy: Damage 23: Superior Mark of Supremacy: Accuracy/Endurance 23: Superior Command of the Mastermind: Damage/Endurance/Recharge 25: Superior Command of the Mastermind: Accuracy/Damage 25: Superior Command of the Mastermind: Damage/Endurance 27: Superior Command of the Mastermind: Accuracy/Damage/Endurance/Recharge Level 24: Tactics A: Gaussian's Synchronized Fire-Control: Chance for Build Up Level 26: Kuji In Zen A: Panacea: +Hit Points/Endurance 37: Panacea: Heal/Endurance 40: Panacea: Endurance/Recharge 48: Panacea: Heal/Recharge 49: Panacea: Heal Level 28: Entangling Aura A: Unbreakable Constraint: Hold 42: Unbreakable Constraint: Hold/Recharge 42: Unbreakable Constraint: Hold/Endurance 43: Unbreakable Constraint: Hold/Recharge/Accuracy 43: Unbreakable Constraint: Chance for Smashing Damage Level 30: Overgrowth A: Invention: Recharge Reduction 36: Invention: Recharge Reduction 36: Adjusted Targeting: Recharge 36: Adjusted Targeting: To Hit Buff 37: Adjusted Targeting: To Hit Buff/Recharge Level 32: Kick (Empty) Level 35: Tough A: Steadfast Protection: Knockback Protection 37: Steadfast Protection: Resistance/+Def 3% Level 38: Weave A: Luck of the Gambler: Defense/Increased Global Recharge Speed 47: Shield Wall: +Res (Teleportation), +5% Res (All) 47: Luck of the Gambler: Defense/Endurance Level 41: Assault A: Invention: Endurance Reduction Level 44: Hover A: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 47: Scorpion Shield A: Luck of the Gambler: Defense/Increased Global Recharge Speed 48: Luck of the Gambler: Defense/Endurance 48: Luck of the Gambler: Defense Level 49: Power Boost A: Invention: Recharge Reduction ────────────────────────────── Inherents: Level 1: Supremacy Level 1: Brawl (Empty) Level 1: Sprint (Empty) Level 2: Rest (Empty) Level 1: Swift (Empty) Level 1: Hurdle (Empty) Level 1: Health A: Miracle: +Recovery Level 1: Stamina A: Performance Shifter: Chance 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|0zti9ALICqXW9/qpSHHgGfL2hP0x7pLppoE6sZ5kp97nVXNNm/RzWGQfWEH| Power boost will bump your heal and increase the defence from hover/weave/maouvres/scorp shield. But thats it. However if you run clarion as your destiny to prevent mez you can hit power boost before hitting clarion for some goodness. But this won't help your squishy ninjas, much better off with barrier and using break frees or drop a pool for sorcery and get rune of protection for limited mez protection. HC have done some good work on the game so attacks aren't all smashing/lethal now which makes things much more fun and interesting so simply slotting for a ton of s/l defence isn't going to carry you anymore. Since your power boost has a 20 second downtime i'm not sure its worth having but if you dump mace for resistance epics your losing out on recharge, its a tough choice. If you slot 5 adjusted targeting in overgrowth and boost them you get an extra 5% recharge and it'll still recharge in the same amount of time. Drop power boost for vengeance, more recharge. Remove the gaussian proc from tactics, you have no attacks so it is doing 0 for you. And endurance can be an issue. A single target hold makes a world of difference. Hold a target that has spore cloud on it, with a single target hold and entangling aura you can get high mag holds on tough targets. T1+2 upgrades look well overslotted, i'd usually only slot like that on necro because they benefit far more from uniques in t2 upgrade. If you took an immob that would help. You'll have to decide if you want defence or not. High ranged defence so you don't get hit as often means you don't get mezzed as often. But getting there requires so many sacrifices i don't think its worth it. MM pets were designed to be expendable, throw them into the mob so they draw alpha before you hop in and apply spore cloud and drop lifegiving.....i'd be using combat jump for this, you have 0 travel speed with hover alone but you can make room for evasive and flight easily enough, just dump the fighting pool. On mine i went for mu, thunderstrike can slot a force feedback proc which solves getting buffs perma. Crosspunch from the fighting pool would do the same. For extra mez protection you could find room for the aegis and impervious skin uniques. I'd want some slow resistance in too, you have none now. Updated my mids but i threw out all my builds so all i will do is toss this on:
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